What framerate was the game running at? I had issues with climbing until I limited it to 120fps.
No clue, but it's highly probable that it's an unlimited max FPS as I've read others encountering the same problem. I tried to turn vsync on and to limit max FPS to 60 but the nvidia control panel denies changing the settings. That was two days ago, anyway.
I updated my nvidia drivers and now I can change the settings, so maybe it'll have fixed it now. Weird.
Now its dime a dozen open world. Joy.....fucking hate this Elden Ring shit that's infecting games.
That's one of my problems with "modern gaming". Everything is open world and everything has crafting. Elden Ring's open world actually put me off the game, I don't think it's much fun to have to go do yet another mine for more materials, and go grab every single golden seed or w/e from the churches so I can upgrade my not!estus before trying a boss again.
Then translate that into another game, like Code Vein 2 (which isn't a true sequel, it's more like a reboot? And
everyone has
yaoi (SFW) proportions (SFW) but I digress) which feels like it's literally copied everything from Elden Ring and just changed the characters to be hot animu men and women?
Or Animal Crossing New Horizon where your tools have durability, even the golden tools that actually take a bit of effort to make, and everything is crafted rather than an NPC changing it for you. Animal Crossing didn't need more inventory management than it originally had.
Legend of Zelda Breath of the Wild was a mistake because it popularised gliders and durability on weapons. Yeah, Dark Souls had durability too, games like WoW has durability as well but BoW's durability mechanic is aggravating. I'm sure Tears of the Kingdom doesn't fix those issues, either. It's just more of the same.
I yearn for games to dare to be self-contained in a small but interesting world. I am tired of open world games that feel shallow and dead, because everything has to be so VAST and "realistic".
Legend of Zelda Ocarina of Time was pretty big for a game of its age and almost all of the areas felt alive without feeling too massive or too small. I don't need a precise 1:1 scale of a world in game vs how big it might be described in a book for example.
It makes sense that you can't literally have a city full of however many thousands of people who would realistically, lorewise live there because it'd break your game having to load 80k NPCs.